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Tf2 update 07/01/15
61
#61
6 Frags +
mustardoverlordkaidusHave no idea why mustardoverlord is getting downvoted so hard.
we are outnumbered by the ~scout mains~ my friend

we are legion etc

[quote=mustardoverlord][quote=kaidus]Have no idea why mustardoverlord is getting downvoted so hard.[/quote]

we are outnumbered by the ~scout mains~ my friend[/quote]
we are legion etc
62
#62
6 Frags +
lvl4functionally, the change itself didn't affect the play of anyone's demoman (based off the two scrims I got upset in today), but there's now no longer any clutch moments where a demo hits a crossmap sticky and drops a med, which while frustrating, was also really interesting and engaging.

I guess you will just have to use another of your 7 remaining bombs in your clip to drop the medic.

It's so unfair that we can't just have a bomb shooting sniper rifle as a secondary to just win the game with.

[quote=lvl4]functionally, the change itself didn't affect the play of anyone's demoman (based off the two scrims I got upset in today), but there's now no longer any clutch moments where a demo hits a crossmap sticky and drops a med, which while frustrating, was also really interesting and engaging.[/quote]
I guess you will just have to use another of your 7 remaining bombs in your clip to drop the medic.

It's so unfair that we can't just have a bomb shooting sniper rifle as a secondary to just win the game with.
63
#63
-5 Frags +

i wouldnt even be mad if they nerfed scout somehow, so long as they changed how his unlocks functioned as a side result
heck take away 20% from his scattergun, i wouldnt mind

i wouldnt even be mad if they nerfed scout somehow, so long as they changed how his unlocks functioned as a side result
heck take away 20% from his scattergun, i wouldnt mind
64
#64
-6 Frags +

man if they nerfed scout i would quit tf2 and just play cs

man if they nerfed scout i would quit tf2 and just play cs
65
#65
-5 Frags +

i already dont play tf2 really
thats pretty much why i wouldnt mind haha owned mustard

i already dont play tf2 really
thats pretty much why i wouldnt mind haha owned mustard
66
#66
cp_granary_pro
9 Frags +

IMO tinkering with the blast radius was not a good idea. TF2 already has terrible hit reg and now stickies feel very inconsistent, especially if I/another player has high ping, and air stickies that look like they should hit simply don't reg half the time. I don't know if anyone else feels this way but that's how it feels to me.
The main concern with demoman was that stickies do too much damage, I don't know why they didn't just reduce damage by around 10% or reduce clip size, or a variation of both; I think that would have been suffice.

IMO tinkering with the blast radius was not a good idea. TF2 already has terrible hit reg and now stickies feel very inconsistent, especially if I/another player has high ping, and air stickies that look like they should hit simply don't reg half the time. I don't know if anyone else feels this way but that's how it feels to me.
The main concern with demoman was that stickies do too much damage, I don't know why they didn't just reduce damage by around 10% or reduce clip size, or a variation of both; I think that would have been suffice.
67
#67
-14 Frags +

for anyone saying scouts op heres some food for thought, whenever a scout kills a demo 90% of the time he has to hit his meatshots perfectly or hes dead, especially against a demo being healed where you will have to hit 3 perfect 105's or 4 good meaties, whereas all a demo has to do is put 2 stickies on the ground remotely near the scout to kill him, or minimal damage sticky + pipe, this update raises the demos skill ceiling by forcing demos to aim more accurately to hit his full damage shots instead of relying on the huge radius of his splash for relatively easy damage. its only 15% its not like you have to be THAT much more accurate.

~my 2cents~

for anyone saying scouts op heres some food for thought, whenever a scout kills a demo 90% of the time he has to hit his meatshots perfectly or hes dead, especially against a demo being healed where you will have to hit 3 perfect 105's or 4 good meaties, whereas all a demo has to do is put 2 stickies on the ground remotely near the scout to kill him, or minimal damage sticky + pipe, this update raises the demos skill ceiling by forcing demos to aim more accurately to hit his full damage shots instead of relying on the huge radius of his splash for relatively easy damage. its only 15% its not like you have to be THAT much more accurate.

~my 2cents~
68
#68
cp_granary_pro
7 Frags +

They reduced it from 159Hu to 146Hu, which is 8.2% less plus the addition 15% for a 23.2% reduction. Like kaidus said, shooting long range stickies isn't really worth it anymore. I just think that they could have nerfed it in a way that wouldn't affect demomans playstyle, and instead just make him less of a damage dealing machine.

They reduced it from 159Hu to 146Hu, which is 8.2% less plus the addition 15% for a 23.2% reduction. Like kaidus said, shooting long range stickies isn't really worth it anymore. I just think that they could have nerfed it in a way that wouldn't affect demomans playstyle, and instead just make him less of a damage dealing machine.
69
#69
2 Frags +
DaggerIMO tinkering with the blast radius was not a good idea. TF2 already has terrible hit reg and now stickies feel very inconsistent, especially if I/another player has high ping, and air stickies that look like they should hit simply don't reg half the time. I don't know if anyone else feels this way but that's how it feels to me.

It doesn't help that the "new" radius effect in DX90 doesn't actually scale with the radius ramp up mechanic.

[quote=Dagger]IMO tinkering with the blast radius was not a good idea. TF2 already has terrible hit reg and now stickies feel very inconsistent, especially if I/another player has high ping, and air stickies that look like they should hit simply don't reg half the time. I don't know if anyone else feels this way but that's how it feels to me.[/quote]

It doesn't help that the "new" radius effect in DX90 doesn't actually scale with the radius ramp up mechanic.
70
#70
7 Frags +

Well, everyone yacked about the radius ramp-up for 6 months without really understanding what that entailed. You reap what you sow.

Well, everyone yacked about the radius ramp-up for 6 months without really understanding what that entailed. You reap what you sow.
71
#71
23 Frags +

Are there actually still people who don't think scout is the best 6s class?

Are there actually still people who don't think scout is the best 6s class?
72
#72
-5 Frags +
DaggerLike kaidus said, shooting long range stickies isn't really worth it anymore. I just think that they could have nerfed it in a way that wouldn't affect demomans playstyle, and instead just make him less of a damage dealing machine.

Awh man, everyone actually have to use their primary as their primary now.

Also they did nerf damage first and people got even more upset about that.

People complain so much about every change valve makes but few give any constructive and actually thought through criticism at all.

[quote=Dagger]Like kaidus said, shooting long range stickies isn't really worth it anymore. I just think that they could have nerfed it in a way that wouldn't affect demomans playstyle, and instead just make him less of a damage dealing machine.[/quote]
Awh man, everyone actually have to use their primary as their primary now.

Also they did nerf damage first and people got even more upset about that.

People complain so much about every change valve makes but few give any constructive and actually thought through criticism at all.
73
#73
2 Frags +
DaggerIMO tinkering with the blast radius was not a good idea. TF2 already has terrible hit reg and now stickies feel very inconsistent, especially if I/another player has high ping, and air stickies that look like they should hit simply don't reg half the time. I don't know if anyone else feels this way but that's how it feels to me.
The main concern with demoman was that stickies do too much damage, I don't know why they didn't just reduce damage by around 10% or reduce clip size, or a variation of both; I think that would have been suffice.

yeah i feel pretty similarly, it kinda sucks when alot of your muscle memory and depth gauging gets fucked with especially when my ability to gauge depth was already not the best lol

[quote=Dagger]IMO tinkering with the blast radius was not a good idea. TF2 already has terrible hit reg and now stickies feel very inconsistent, especially if I/another player has high ping, and air stickies that look like they should hit simply don't reg half the time. I don't know if anyone else feels this way but that's how it feels to me.
The main concern with demoman was that stickies do too much damage, I don't know why they didn't just reduce damage by around 10% or reduce clip size, or a variation of both; I think that would have been suffice.[/quote]

yeah i feel pretty similarly, it kinda sucks when alot of your muscle memory and depth gauging gets fucked with especially when my ability to gauge depth was already not the best lol
74
#74
1 Frags +
bl4nkAre there actually still people who don't think scout is the best 6s class?

I agree with you, but only if we're talking about online. I think 6v6 LAN play is incredibly balanced between the classes at the highest level of comp.

Obviously most tf2 is online, but if you balance things around a certain general ping, then does that make LAN unbalanced? It's a hard problem to solve, but I think targeting LAN as the pinnacle of class balance is probably the best thing for comp, and I'd argue that we're pretty damn close to that right now.

DaggerThe main concern with demoman was that stickies do too much damage, I don't know why they didn't just reduce damage by around 10% or reduce clip size, or a variation of both; I think that would have been suffice.

i find this really interesting, because

http://puu.sh/eerWf/a6f0494182.jpg

the quickie bomb launcher has both of those downsides. It's like Valve knew that a slightly weaker sticky bomb launcher with a smaller clip size would be good, but they took it too far and added some attributes that really don't have much synergy to give it a definite role.

i would like for quickie bombs to see use for clearing traps and some weird long-range kritz stuff, but without kritz i don't see them doing much.

[quote=bl4nk]Are there actually still people who don't think scout is the best 6s class?[/quote]

I agree with you, but only if we're talking about online. I think 6v6 LAN play is incredibly balanced between the classes at the highest level of comp.

Obviously most tf2 is online, but if you balance things around a certain general ping, then does that make LAN unbalanced? It's a hard problem to solve, but I think targeting LAN as the pinnacle of class balance is probably the best thing for comp, and I'd argue that we're pretty damn close to that right now.


[quote=Dagger]The main concern with demoman was that stickies do too much damage, [b]I don't know why they didn't just reduce damage by around 10% or reduce clip size, or a variation of both[/b]; I think that would have been suffice.[/quote]
i find this really interesting, because

[img]http://puu.sh/eerWf/a6f0494182.jpg[/img]

the quickie bomb launcher has [b]both[/b] of those downsides. It's like Valve knew that a [i]slightly[/i] weaker sticky bomb launcher with a smaller clip size would be good, but they took it too far and added some attributes that really don't have much synergy to give it a definite role.

i would like for quickie bombs to see use for clearing traps and some weird long-range kritz stuff, but without kritz i don't see them doing much.
75
#75
0 Frags +

How good is the QB launcher against scouts?

How good is the QB launcher against scouts?
76
#76
8 Frags +
bl4nkAre there actually still people who don't think scout is the best 6s class?

iron players and reddit users

[quote=bl4nk]Are there actually still people who don't think scout is the best 6s class?[/quote]

iron players and reddit users
77
#77
0 Frags +
wareyaHow good is the QB launcher against scouts?

I'd prefer it to stock, but since it takes more shots to kill and you have less shots, you're probably gonna be empty when the scout fights you.

[quote=wareya]How good is the QB launcher against scouts?[/quote]

I'd prefer it to stock, but since it takes more shots to kill and you have less shots, you're probably gonna be empty when the scout fights you.
78
#78
0 Frags +
smoboI'd prefer it to stock, but since it takes more shots to kill and you have less shots, you're probably gonna be empty when the scout fights you.

Thanks.

[quote=smobo]I'd prefer it to stock, but since it takes more shots to kill and you have less shots, you're probably gonna be empty when the scout fights you.[/quote]
Thanks.
79
#79
2 Frags +

Demo jumping still isn't what it used to be :(
The blast radius is still 146 units (like rockets) compared to the 159 units before...

Demo jumping still isn't what it used to be :(
The blast radius is still 146 units (like rockets) compared to the 159 units before...
80
#80
0 Frags +
Dr_HeinzDemo jumping still isn't what it used to be :(
The blast radius is still 146 units (like rockets) compared to the 159 units before...

Try to get in contact with valve, dont conform with it. They seem to at least being semi receptive to feedback lately

[quote=Dr_Heinz]Demo jumping still isn't what it used to be :(
The blast radius is still 146 units (like rockets) compared to the 159 units before...[/quote]

Try to get in contact with valve, dont conform with it. They seem to at least being semi receptive to feedback lately
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